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God of War series - WAD files

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aluigi, posted Wed May 30, 2018 10:41 pm (35431)


There is no official script released for this game, just some experimental script for which I can provide no support.
If the last script provided by Wulf doesn't work then there is no solution.
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vigneshvampire, posted Fri Dec 21, 2018 11:03 am (41556)


Actually i try to extract God of war 3 WAD files,RiotWadExtractor Doesn't working it all ways show some error,If any other way to extract GOW3,GOW AC,GOW vol1 whatever i wanna extract wad files then try mod something then repack it.i want tool if you have give me..this is my dream
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Wulf, posted Wed Mar 25, 2020 5:51 pm (55084)


Ah, God of War.... How long it has been.

I have returned to this game, somewhat older, but wiser in the ways of the byte.

I have decided that these WADs shall surrender themselves fully to my will and divulge their precious secrets to me.

God of War 1. PS2.

Handler initialization for chunks:
Code:
  RegisterIFFChunkFunc(0x18,IFFProcessDynaString);
  RegisterIFFChunkFunc(0x1e,IFFProcessClientParm);
  RegisterIFFChunkFunc(0x28,IFFProcessGroupStart);
  RegisterIFFChunkFunc(0x32,IFFProcessGroupEnd);
  RegisterIFFChunkFunc(0x3c,IFFActivate);
  RegisterIFFChunkFunc(0x46,IFFPushContext);
  RegisterIFFChunkFunc(0x50,IFFPopContext);
  RegisterIFFChunkFunc(0x29a,IFFPushContext);
  RegisterIFFChunkFunc(0x309,IFFPopContext);
  RegisterIFFChunkFunc(0x6e,IFFProcessDataBlock);
  RegisterIFFChunkFunc(0x6f,IFFProcessDataBlockWLength);
  RegisterIFFChunkFunc(0x70,IFFProcessDataBlockAlign16);
  RegisterIFFChunkFunc(0x71,FUN_0017eb40);
  RegisterIFFChunkFunc(0x72,FUN_0017ead0);
  RegisterIFFChunkFunc(0x378,IFFPushHeapWrapper);
  RegisterIFFChunkFunc(0x3E7,IFFPopHeapWrapper);
  RegisterIFFChunkFunc(0xC8,FUN_0014c258);


First chunk of data from R_PERM.WAD
Code:
78030000 08000000 5741445F 525F5065 
726D0000 00000000 00000000 00000000
FFFFFFFF FFFFFFFF 00000000 00000000

28000000 00000000 47726F75 70537461
72740000 00000000 00000000 00000000

1E000000 38000000 5741445F 525F5065
726D0000 00000000 00000000 00000000
1B000080 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 00000000 00000000
FFFFFFFF FFFFFFFF 00000000 00000000

Each chunk header is 0x20 long.
0x0 is the chunk identifier that says which handler its passed to.
0x4 is the size of the data belonging to the chunk after the header. Pad to next 0x10 if not multiple of 0x10.
0x8 is the name of the chunk.

First bytes of first chunk are 0x378, it calls IFFPushHeapWrapper. 8 bytes data, pad to 0x10, 0x20 header size, we're at 0x30.
First bytes of second chunk are 0x28, it calls IFFProcessGroupStart. 0 bytes data, 0x20 header size, we're at 0x50.
First bytes are 0x1E, it calls IFFProcessClientParm. Yada, yada.


See that 0x1B in the data under the 0x1E?

That's a whole new section of handlers.

Code:
  BasicServer("Master_Server",0,5,100,100,0x7fff);
  MultiServer("WadServer",5,0x1b,0x80,0x80,0x7f0f,0,0);
  BasicServer("ProServer",5,10,0,0,0x7fff);
  MultiServer("GOServer",5,1,0x200,0x200,0x5f00,0x80,0x80);
  MultiServer("AnimServer",5,3,0x80,0x80,0x7100,0x100,0x100);
  MultiServer("BhvrServer",5,0x17,0x80,0x80,0x7002,0x82,0x82);
  BasicServer("EvtServer",5,0x15,0,0,0x7001);
  MultiServer("CollisionServer",5,0x11,0x80,0x80,0x6200,200,200);
  MultiServer("ScriptServer",5,4,0x80,0x80,0x6000,0x400,0x400);
  MultiServer("CameraServer",5,9,0x80,0x80,0x5e00,0x40,0x40);
  MultiServer("WaypointServer",5,0x14,0x80,0x80,0x5e00,0x40,0x40);
  MultiServer("EffectsServer",5,0x1e,0x80,0x80,0x5e00,0x200,0x200);
  MultiServer("LightServer",5,6,100,100,0x5d00,0x80,0x80);
  MultiServer("MatServer",5,8,0x200,0x200,0x5c00,0x200,0x200);
  MultiServer("TextureServer",5,7,0x80,0x80,0x5b00,0x200,0x200);
  MultiServer("GfxClutServer",5,0xc,0x80,0x80,0x5a00,0x200,0x200);
  MultiServer("EmitterServer",5,0x1a,0x80,0x80,0x5902,1000,1000);
  MultiServer("SoundServer",5,0x18,0x80,0x80,0x5901,1000,1000);
  MultiServer("renMasterSvr",5,0xd,100,100,0x5900,0x8000,0x4b000);
  MultiServer("renModelServer",0xd,0xf,0x80,0x80,0x1000,500,500);
  MultiServer("renParticleSvr",0xd,0x13,0x80,0x80,0x1000,1000,1000);
  MultiServer("renFlashServer",0xd,0x21,0x80,0x80,0x1000,500,500);
  MultiServer("renLineServer",0xd,0x23,0x80,0x80,0x1000,500,500);
  MultiServer("renShadowServer",0xd,0x27,0x80,0x80,0x1000,0x40,0x40);
  MultiServer("renEEPrimSvr",0xd,0x1c,0x80,0x80,0x1000,500,500);
  BasicServer("renPrimMaster",5,2,0x80,0x80,0x5700);
  BasicServer("renSTriStripSvr",2,0x1d,0x80,0x80,0x3000);
  BasicServer("renTriStripSvr",2,0xe,0x80,0x80,0x2000);
  BasicServer("renPtclPrimSvr",2,0x20,0x80,0x80,0x1000);
  BasicServer("renLStripSvr",2,0x24,0x80,0x80,0x800);
  BasicServer("renFlashPrimSvr",2,0x22,0x80,0x80,0x500);
  BasicServer("EpiServer",5,0xb,0,0,0);
  EngineServerContext("GFXX",0xc);
  EngineServerContext("TXRX",7);
  EngineServerContext("MATX",8);
  EngineServerContext("SNDX",0x18);
  EngineServerContext("LGTX",6);
  EngineServerContext("FLPX",0x21);
  EngineServerContext("LINE",0x23);

Master_Server sets itself up under server 0 as server 5.
WadServer sets itself up under server 5 as server 0x1b.

And that's enough pointless data dump here.

I'll update with more progress as I decode what it does with the WADs.
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vigneshvampire, posted Wed Apr 15, 2020 2:59 pm (55963)


Fine i use PS3GameExtractor unpack to GOW3 .PSARC

Image

Image

After extracting R_HERCULES10 i got more then 8.5k files fine after how i repack wad file ...

Image

can u make god of war 3 wad browser like this,i want to mod some characters and repack gow3 .wad


Image
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Karol Jill, posted Sun Feb 21, 2021 5:13 am (62402)


Hello guys, can someone help me with a script that will extract and reimpport this file. I change the name of the file extension only to .WAD, but when I use this Script that I got here, which I will also attach below, I get an error !, please can someone help me and create a Script for this file, or modify what I attached to extract and reimport the files, please guys ...

R_LANG_PT-BR.WAD.PATCH.zip

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Ramona, posted Sat Sep 04, 2021 3:35 am (66142)


Karol Jill wrote:
Hello guys, can someone help me with a script that will extract and reimpport this file. I change the name of the file extension only to .WAD, but when I use this Script that I got here, which I will also attach below, I get an error !, please can someone help me and create a Script for this file, or modify what I attached to extract and reimport the files, please guys ...


I also really wanted a script that could extract and re-import this file, it is WAD.PATCH, the available scripts do not work on it, please guys, help us, I'm a layman, from the bottom of my heart I love this game, help us .
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DDust, posted Sat Sep 04, 2021 3:39 am (66143)


Karol Jill wrote:
Hello guys, can someone help me with a script that will extract and reimpport this file. I change the name of the file extension only to .WAD, but when I use this Script that I got here, which I will also attach below, I get an error !, please can someone help me and create a Script for this file, or modify what I attached to extract and reimport the files, please guys ...


.
I really wanted too, no script that already exists works in this file, I've tried several, help us, please...
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Wulf, posted Wed Nov 30, 2022 7:37 am (74397)


I've updated the first post with a WIP 010 Editor template that I just started cobbling together. I don't expect it to be of much use to any end-users yet but it seems to properly parse every GoW1-PS2 WAD I've thrown at it. I'll try to bring the BMS script to parity in the next little bit.

Does anybody know a good viewer that might tolerate semi-dirty data that could understand GoW-PS2's TXR format, with separate GFX/PALette files?

And what model/texture program is vignesh screenshotting a few posts up there? I assume it won't work on the PS2 data, but looks interesting.
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